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ctf_decker_b9 - Printable Version

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ctf_decker_b9 - Vig - 03-26-2009

Hi guys, Caffeine turned me onto this site through fpsbanna, he also posted some great feedback and invited me to swing by so here I am!

I'd like to gather some feedback over the next few days/weeks so I polish up the map and get it released.
I think the first big push should be to clean up some of the path ways and funnel people into a few choke points. Which probably means removing a few hallways. Here's a list of the changes I think I'll make.

- Water line entrance will only go to the lift pit which has a ramp to the second floor (right now it also goes to a hallway that leads to another ramp, this will be removed).
- Remove the lower connecting hallway that leads from the lower bridge/maintenance area to ramp pit.
- Remove the lowest level of the intel room moving up, the water and dry suit changing area.
- Remove the vent shaft so there is only really one way to go in the maintenance room, that's up the ramp and down the hallway to the central ramp or into the lift pit.

Any other ideas or suggestions?

EDIT: I should probably post a link to the map shouldn't I... http://www.fpsbanana.com/maps/86135


Re: ctf_decker_b1 - CaffeinePowered - 03-26-2009

Hey, thanks for stopping by Smile


Changes sound good, I think removing those extra hallways will make it a lot easier for players to navigate around the level and hopefully cut back on player's feelings of being lost and running around in circles.

I'm trying to think of how many ways that would leave to go into the flag room, 2 - 3 I think is the ideal number, as opposed to the 4 - 5 that you had previously.

If you get another beta compiled before next Tuesday we can throw it up and give it a test run.


Re: ctf_decker_b1 - Vig - 03-26-2009

My wife helps me play test too and I had a feeling that I needed to change up the hallways because she kept getting lost. When I flipped the blu base and started turning it into the red base, I was getting lost too, not good...

If I did those changes it would leave 3 ways in (and only 1 way out), 2 on the upper floor where the only option is to drop down into the room or run around to the other topmost entrance. The 3rd entrance (only exit) is on the main floor (from the hanger room/central ramp), the lowest entrance which is currently the only other way out (and the fastest) line would be removed.

Doing that would create a choke point trying to get out, so the strategy might be a little different instead of trying to guard all entrances, eng's could block the one exit... but demo's and soldiers could rocket/sticky jump up which might make things interesting.

Or I could connect both floors of the intel room with ramps and have 3 entrances and 3 exits?

Or I could add another entrance on the main floor of the intel room, pretty much just move what is currently the lowest entrance, up to the main floor...

I think I'll start off with no ramps and the one exit then, make sure soldiers and demos have a easy time jumping up, I kind of like the idea of giving them a small advantage to go after the intel.

Thanks again, HUGELY helpful!



Re: ctf_decker_b1 - CaffeinePowered - 03-26-2009

Id leave it with having fewer ways out, reminds me of ctf_mach4, there's 3 ways to get to the intel, but only one way out (unless you are a soldier/demo/scout w/FaN)

This allows people newly spawning or about to go out to attack a more predictable way to turn around and go back to defend. The only two official CTF Maps, well and 2fort, only have 3 ways and 2 ways respectively.


Re: ctf_decker_b1 - Radio Raheem - 03-26-2009

ctf well has 4 ways out if you count the top exits


Re: ctf_decker_b1 - K2 - 03-26-2009

(03-26-2009, 03:58 PM)Radio Raheem link Wrote: ctf well has 4 ways out if you count the top exits

But the top exits connect to a single tunnel, so that and the two floor exits come to 3.


Re: ctf_decker_b1 - ribozyme - 03-26-2009

I would be careful about removing paths to and from the intel as too few routes is the most common thing that kills a ctf map.  This is especially something to consider on this map with how cramped of quarters it is.  I actually really like the winding nature of the map, but that may just be because I like to explore all the nooks and crannies on any map I play.

Otherwise I think it is a pretty solid map that fits the TF2 theme really well.


Re: ctf_decker_b1 - Vig - 07-02-2009

Really good points thanks guys.

http://files.getdropbox.com/u/1306131/ctf_Decker_b9.rar

New beta version, with totally redesigned paths. Much smaller (file size and map size), simpler and quicker to navigate, and added a bunch of optimization improvements.

Still a lot of work left to do but its ready for play testing.

[Image: ctf_decker_b90001.jpg]
[Image: ctf_decker_b90000.jpg]
[Image: ctf_decker_b90002.jpg]
[Image: ctf_decker_b90003.jpg]
[Image: ctf_decker_b90004.jpg]

List of changes:
- Started a custom 2D/3D skybox.
- Changed it from day to night.
- Rerouted a lot of paths and simplified things.
- Reworked a lot of the props and optimized textures.
- Removed the lowest level from the bases.
- Added health and ammo to various places.


Re: ctf_decker_b9 - CaffeinePowered - 07-02-2009

Looks sweet, we'll throw it up for next Tuesday's custom map night


Re: ctf_decker_b9 - KarthXLR - 07-02-2009

I like how this thread contains conversation between 2 people



C-C-C-COMBO BREAKER


Re: ctf_decker_b9 - Honest - 07-02-2009

(07-02-2009, 06:12 PM)Karth is SPY link Wrote: I like how this thread contains conversation between 2 people



C-C-C-COMBO BREAKER

I like how your face contains a conversation.

With my fist.

I really don't know. Map looks kinda cool.


Re: ctf_decker_b9 - KarthXLR - 07-02-2009

(07-02-2009, 06:17 PM)Honest link Wrote: [quote author=Karth is SPY link=topic=2567.msg94340#msg94340 date=1246576352]
I like how this thread contains conversation between 2 people



C-C-C-COMBO BREAKER

I like how your face contains a conversation.

With my fist.

I really don't know. Map looks kinda cool.
[/quote]
Agreed, map looks awesome.


Re: ctf_decker_b9 - Radio Raheem - 07-02-2009

(07-02-2009, 06:17 PM)Honest link Wrote: [quote author=Karth is SPY link=topic=2567.msg94340#msg94340 date=1246576352]
I like how this thread contains conversation between 2 people



C-C-C-COMBO BREAKER

I like how your face contains a conversation.

With my fist.

I really don't know. Map looks kinda cool.
[/quote]

[nsfw]http://patiodelrecreo.files.wordpress.com/2008/05/owned7ej91.jpg[/nsfw]


Re: ctf_decker_b9 - Honest - 07-04-2009

(07-02-2009, 06:27 PM)Radio Raheem link Wrote: [quote author=Honest link=topic=2567.msg94341#msg94341 date=1246576670]
[quote author=Karth is SPY link=topic=2567.msg94340#msg94340 date=1246576352]
I like how this thread contains conversation between 2 people



C-C-C-COMBO BREAKER

I like how your face contains a conversation.

With my fist.

I really don't know. Map looks kinda cool.
[/quote]

[nsfw]http://patiodelrecreo.files.wordpress.com/2008/05/owned7ej91.jpg[/nsfw]
[/quote]

*sadedit* D:


Re: ctf_decker_b9 - at0m - 07-07-2009

Dark map is dark.

Other than that I haven't played it so I can't really comment.


Re: ctf_decker_b9 - Vig - 07-07-2009

Thanks for the play test that was great, I got some really good feedback. You guys are hilarious to play with btw =P

List of changes:
- Fix the bugged timer.
- Make sure the graphics on the intel counter work correctly.
- Engs can build teleporters in spawn rooms.
- Possibly move sub in the intel room so it doesn't block line of sight for turrets?
- Flip center spawn so it feeds into the map in a more natural direction.
- Remove wonky double door by the mess hall "red team smells like farm" area.
- Add arrow signs outside of spawns to direct players to exit or intel.
- Change water color from Jarate color to something a bit more natural.
- Change lighting to dusk and turn it up a bit more.
- Add stairs to intel room.
- Adjust ceiling in hallways up 30-ish units. If you emote with some classes in the center spawn room, you can see outside the map when in 3rd person.
- Finish off WIP props and create the new Red base canary props.


Anything I miss? Anyone have any suggestions? I need ideas for the Blue Base bunk room. Each class has a bunk and I need to create custom props to fit each class, preferably humorous and TF2 themed.


Re: ctf_decker_b9 - CaffeinePowered - 07-07-2009

Theres a few places where you have visible nodraws, didn't take screenshots though

I hope you meant it to be 'no teleporters in spawn', if you can build teleporters that means you didnt make a func_respawnroom, if thats the case too you wouldn't be able to safely change classes without dying (did not test this either)

Overall Id like it and call it at least rtv worthy given fixed timers


Re: ctf_decker_b9 - Negate - 07-07-2009

(07-07-2009, 09:09 PM)Caffeine link Wrote: Theres a few places where you have visible nodraws, didn't take screenshots though

I hope you meant it to be 'no teleporters in spawn', if you can build teleporters that means you didnt make a func_respawnroom, if thats the case too you wouldn't be able to safely change classes without dying (did not test this either)

Overall Id like it and call it at least rtv worthy given fixed timers
I tested it caff and you died when swapping classes in spawn.